Fix default SDFGI variant not being compiled in time.
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@ -3764,6 +3764,14 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
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uniforms.push_back(u);
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}
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if (scene_shader.default_shader_sdfgi_rd.is_null()) {
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// The variant for SDF from the default material should only be retrieved when SDFGI is required.
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ERR_FAIL_NULL_V(scene_shader.default_material_shader_ptr, RID());
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scene_shader.enable_advanced_shader_group();
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scene_shader.default_shader_sdfgi_rd = scene_shader.default_material_shader_ptr->get_shader_variant(SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, 0, false);
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ERR_FAIL_COND_V(scene_shader.default_shader_sdfgi_rd.is_null(), RID());
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}
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return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET, uniforms);
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}
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@ -805,7 +805,6 @@ void fragment() {
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MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D));
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default_shader_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_COLOR_PASS, 0, false);
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default_shader_sdfgi_rd = md->shader_data->get_shader_variant(PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, 0, false);
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default_material_shader_ptr = md->shader_data;
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default_material_uniform_set = md->uniform_set;
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